Today is another update on The List. Three more games get checked off, one game got sold, and one game was added via Kickstarter. Let’s start with Dice City.
I have played this a half dozen times now but it’s finally off the list due to meeting the criteria of having been played by two “List” members.
In Dice City players manipulate dice rolls to create excellent combinations of interesting decisions and capabilities on each turn. A player has five dice which will be placed in five rows on their player board. Those dice have the option to activate the building on which they sit. Or you can “spend” any die to move other dice. The objective of the game is to score points, which can be done in several ways. Many of the buildings you purchase in the game are worth points. Military battles against bandits or other players can earn you points. Fulfilling the orders of trade ships can earn you points. And building a cultured city can earn you points.
I really enjoy the “multiple paths to victory” aspect of the game. You can tailor your gameplay in many different ways to try and beat your opponents. This game could be played pretty diplomatically or you could get in your opponents face and keep attacking their buildings.
Overall I would say I am very pleased with Dice City and I am looking forward to the expansion, Dice City: All That Glitters.
Samarkand: Routes to Riches is an interesting mix of mechanics that combine into a Euro game.
The objective is to marry into wealthy families and expand trading routes. During the game you can marry into a family, obtain “goods” cards that allow you to earn points, and expand trade routes.
This game has the hallmark of Euro games in that the mechanics are simple to learn and understand. The gameplay is limited in player options, meaning a player can either do A, B, or C. And the depth comes in by making those simple decisions have interesting effects.
I enjoyed Samarkand and I would play it again.
I received this as a Christmas present and I’m glad I did. La Granja is a solid heavy game full of interesting choices and decision paths.
Players in La Granja are operating a farm. Points can be scored in many different ways and this has a feel of death by a thousand cuts. You never will earn a huge amount of points on any one turn in the game so you have to find many ways to earn them.
This is a resource management game that utilizes a smorgasbord of mechanics to force players to make difficult decisions. Part of that difficulty is that the game really revolves around multi-use cards. And in this case “Multi” refers to being able to use cards in four different ways. Players may use cards as a field to procure harvest goods, as a market barrow that can be fulfilled for the market, as a helper to allow a special ability, or as a farm extension to earn income or hold an extra pig or other things. So some of the difficulty in making decisions stems from trying to decide how best to use each card.
Please let your first game of La Granja be a learning game. I don’t think the rules are particularly well written so take the time to either play it solo and figure things out or at least understand that the first time you play it will be somewhat difficult to grasp.
Despite the learning curve I cannot wait to play it again!
Three more title are being crossed off The List! While I didn’t play all three I wanted to remind you of the criterion for crossing a game off the list. A game shall be crossed off when at least two of our core group of 4 have played the game.
So while I own games that I have played, they might still be on the list since they do not meet the criterion.
Also, since I did not play Patchistory or China I am bringing in A-Game and J to share their perspective. But let’s start with Rome: City of Marble since I have now played it twice.
Rome: City of Marble
I love this game. I loved it in prototype form and I love it in final production. I am friends with the designer, Brett Myers. The way he designed this game to utilize rhombuses is intriguingly clever.
In Rome: City of Marble players have two actions per turn. Their objective is to build the city of Rome. This is done by obtaining and placing rhombus shaped tiles onto the city map. Whenever a hexagon shaped intersection between tiles is completed, a building or a fountain is placed at that location. If a player have influence over that location by having their magistrate on the correctly colored tiles, then they claim that building. If no player has influence it becomes a fountain.
Over the course of the game players earn points by completing buildings, having proximity to fountains, being connected to aqueducts, and more. I like that the balance of scoring is about 50/50 in-game versus end game. So you don’t know exactly who will win unless you are an uber nerd who crunches the numbers after every single action taken in the game, which kind of takes the fun out of any game, so don’t be that person.
Overall I am looking forward to playing Rome: City of Marble many more times.
This was played by J and A-Game among others at Board Game Night. Here is J’s review:
China is an old school euro. An old school euro to me is a collection of rules, mechanics, and scoring that drive the players to difficult or interesting decisions but do not embrace the ‘theme’ of the game.
In China there is a network of roads and towns on a board and the board is divided into areas. On your turn there is basically one action you can take (placing pieces on the board) and the action is limited by various rules (the three cards in your hand plus rules about how many pieces can be placed). The scoring is tied to having a majority in an area and having a majority across two bordering provinces.
I like old school euros because they are usually easy to learn and teach and don’t often take more than 1 hour to play. However, they are almost always lacking a theme that is well integrated with the mechanics. This game fits both of these conditions to a tee. The game is easy to learn, teach, plays quickly, and has some good decisions. However, the only reason it’s called China is because that is the graphic they chose to put on the board. The interplay of mechanics and scoring is clearly front and center here and that’s ok by me.
Old school euros have a lower ceiling and higher floor for me. I don’t typically have great gaming experiences with them but I’m also rarely disappointed by them. If you need a recommendation for an old school euro that delivers a really good experience I suggest Taluva. If you’re looking for another collection of mechanics and scoring conditions consider China; it will meet those expectations.
This was played by A-Game, Bosun, and J over the weekend. Here is A-game’s review:
I was looking forward to playing Patchistory. So I was glad when we brought it out for a three player game night. The focal point of the game is a patchwork map building mechanic. Each round, players bid on terrain tiles that provide different resources. These tiles are placed overlapping so you have to cover part of one tile in order to play another. Mixed into the terrain tiles are great leaders from history and architectural wonders. These tiles are permanent, so you can’t later over them. It was a cool mechanic that presented some very interesting decisions.
If the game was primarily centered around the map building, I think I would have really liked it. Sadly it was not. The remainder of the game consisted of bookkeeping and a long list of potential actions you can take each round. All the actions required the same resource (political points) so politics became the most important resource. If you don’t have a lot of politics, you can’t really do much. The actions themselves often felt uninteresting or unimportant. The only one that stood out to me was the ability to offer aid to your neighbor, which they can accept or reject and you score points either way, giving you the opportunity to offer something you know they will reject, so you can score points at no cost.
As the game goes on, the terrain gets more powerful, but the actions get more expensive, so it is basically a wash.
On the whole, the game had a few bright points, with a lot of fiddly bits in-between.
I’d like to thank A-Game and J for contributing their reviews. We’ll keep it up as the year progresses and we continue to cross games off The List. Thanks for reading!
Impossible is a new game design I have been working on. It is a race game where players are racing to recognize and build hex-based designs of impossible geometry reminiscent of the work of M.C. Escher.
You can learn of the design in my previous article: Hex-tile Prototype: Impossible.
Basically players will be grabbing hex-tiles from the pile and trying to create the 2D representation of the impossible shape. The first player to complete the image places their meeple on the highest scoring spot. The next player to finish claims the next spot. And so on.
The game continues over a pre-determined number of rounds. Each round has a different impossible shape. After all rounds are completed the total points are added to decide the winner.
Mechanically this game works. It is mechanically simple, easy to learn and understand, can be set up and taught in 3 minutes. These are all great things for a game design.
So What’s Wrong?
I am a very visual person. I can recognize visual patterns. I can visualize 2D and 3D geometry quite well.
I’m beginning to feel as though I’m the only one in the world who can play this game.
In the past two weeks I’ve solo tested this and playtested it with three other people. Small sample group for sure. But those people are very intelligent people. I’ll test this further, but my inclination is that this game may just be impossible for some percentage of people to play.
According to a paper titled, Visual Spatial Skills (2003) , out of Penn State University, spatial ability is defined thusly:
Spatial ability is the over-arching concept that generally refers to skill in representing, transforming, generating, and recalling symbolic, nonlinguistic information. Spatial ability consists of mental rotation, spatial perception, and spatial visualization.
In the case of Impossible this is most definitely relevant. So what percentage of the population has spatial ability in their skill set?
This is from the Wikipedia page on Visual Thinking:
Research by child development theorist Linda Kreger Silverman suggests that less than 30% of the population strongly uses visual/spatial thinking, another 45% uses both visual/spatial thinking and thinking in the form of words, and 25% thinks exclusively in words. According to Kreger Silverman, of the 30% of the general population who use visual/spatial thinking, only a small percentage would use this style over and above all other forms of thinking, and can be said to be ‘true’ “picture thinkers”.
I’m starting to believe that I’m one of these so-called “picture thinkers.”
So it seems that 30% of the population strongly uses visual/spatial thinking. And a small subset of those use visual/spatial over all other forms.
Is visual/spatial required to be able to play Impossible?
My answer is, “yes.”
Marketability of Impossible
As a game designer I want to make games that are accessible to a large audience. The larger the anticipated audience is, the more likely the game is to signed by a publisher, and subsequently the more likely it is to succeed.
With 70% of the population not considered to be visual/spatial thinkers, that eliminates a huge percent of the potential audience for a game. I don’t think a publisher would be interested in a game that cannot be played by 70% of the population.
So at this point Impossible will earn a spot in my drawer of shame, where all my designs go to die when I decide to stop working on them.
I believe Impossible is a fun, quick, and interesting game that utilizes 3D geometry in 2D space. I think the artwork could make it look visually stunning. I believe it would fit at a good price point for a general audience.
Perhaps the best avenue for Impossible would be as an app for your phone or tablet. This would be quite easy to implement and then could be targeted specifically to people who would find it enjoyable. Who knows what the future holds for Impossible.
The other day I posted an article about The List. It’s a list of the unplayed games my group owns. Our goal for 2016 is to work through these unplayed games. As we do so I’ll be posting brief reviews of the games.
These reviews will be after one play, so take that as you will. However, since we have so many unplayed games and so many games that we love to play, if a game doesn’t strike us after one play then we probably won’t play it again.
Xia: Legends of a Drift System
My friend A-Game backed this one on Kickstarter. We knew that it would be a long game so we limited the play time and used that as the endgame condition.
In Xia players command space vessels set upon gaining Fame Points. Fame points are earned in numerous ways, like exploring, selling cargo, and completing missions.
This is a pretty epic game in terms of decision space and game production. There are bunch of different ships you can command and each has its own miniature to fly around the map.
And speaking of the map, players will expand the map by adding sectors to the map as the game moves along. Sectors can contain planets, nebulae, gates, or even the Sun.
I think Xia is a fun game. I enjoy the building of the map and the exploration aspect of the game. There are many ways to earn Fame Points, which allows players to try different things in the game. In some ways this game feels like Merchants and Marauders in space, which is a good thing.
The biggest problem we had with the game was the downtime. When your turn is over it could be a long time until your next turn and there’s really nothing to do during the downtime unless someone attacks you. The downtime was kind of a killer for me.
Overall I thought that Xia was fun and I would play it again. Next time we would try a variant that cuts the downtime, perhaps by limiting players to two actions at a time and then a simultaneous Business Phase.
On the very first action by the very first player he chose to “Blind Jump” to explore a new sector. It was the Sun and he was destroyed. He died on the very first action in the game. It was pretty hilarious. We let him redo the action and shuffled the Sun back into the deck.
This is a game that I almost bought at Gen Con but Z-Man wasn’t discounting the price at all so I passed. In Arboretum players are working to create paths of trees by playing cards to their display.
The gameplay is pretty simple. Players draw two cards, play a card to their display, then discard a card. Play continues until the draw pile is empty. Then the paths are scored.
Where the game is really interesting is in the scoring. There are ten types of trees in the game. To score a tree type you need two things: 1) a Path that begins and ends with that tree type and 2) the highest sum of that tree type in your hand at the end of the game.
So there is a very interesting balance of using cards versus holding on on to them.
I’m not a huge fan of the art direction of the game or the theme for that matter. It is different and unique and I give them credit for that but ultimately this seems like an abstract game that could have utilized many different themes and played the same way.
The other issue is that it took a little too long for what the gameplay presented. We all felt as though we wished we could have done more on each turn. Of course that would have changed the thrust of the design. Maybe a nice variant to speed up the game would be to remove one or two tree types.
Perhaps it was a lowlight instead, but one time when I was drawing cards I drew from Bosun’s discard pile and then flipped the top card of the deck onto his discard pile. It was just a random moment where I spaced out and misplayed. It didn’t affect the game much but it made for a funny moment.
Overall we are off to a great start by getting two games crossed off The List! We’ve got many more to go, however. And I’m sure we will add a few more games to The List as the year moves along.
If you’re a gamer you’ve probably got a list. My group has a list. And now that we’ve turned from 2015 to 2016 a lot of us are making New Year’s Resolutions. The List is our top board gaming resolution for 2016.
So what is The List? It is a list of the unplayed games that our group owns but have not been able to get to the table. Our resolution is to work through this list in 2016 and whittle it down as much as possible. For the sake of this article I am limiting our “group” to four people: Myself, A-Game, J, and Bosun.
Now is a great time to mention that we as a group received at least 5 games for Christmas that are immediately added to the list. So that’s gonna make things a little worse. We have a bi-weekly game night at which we will feature these games. That should help cut down a bunch of them.
Does your gaming group have “The List”? If so, what are your plans for it? Do you have a bunch of unplayed games on your shelf?
To cross a game off our list it will have to be played by two of the 4 of us.
On to The List:
- 7 Wonders Duel
- X – Arboretum – Played January 2nd
- Artifacts Inc.
- X – Castellan – SOLD unplayed :-(
- X – China – Played January 13th
- City Tycoon
- Compounded Geiger Expansion
- Councils and Contracts
- X – Dice City – Played January 27th
- Food Fighters – Procured February 1st
- Formula E
- Francis Drake
- Imperial Settlers: Atlanteans Expansion
- Kingdom of Solomon
- X – La Granja – Played February 8th
- La Isla
- Merchants of the Middle Ages
- Pandemic: Legacy
- X – Patchistory – Played January 16th
- Progress: Evolution of Technology
- X – Rome: City of Marble – Played January 15th
- X – Samarkand – Played January 27th
- San Juan
- Santa Cruz
- Star Realms
- Terror in Meeple City
- The Ares Project
- The Resistance
- The Road to Canterbury
- Tinner’s Trail
- Tragedy Looper
- X – Xia – Played January 2nd
We’re hoping that 2016 is a great year of clearing this list. Happy New Year and I wish you the best!